public void RefreshData() //刷新装备数据 { TotalEquips = new StatsBase(); foreach (Equip equip in onwear) { if (equip != null) { TotalEquips.Add(equip.MFProperties); TotalEquips.Add(equip.PProperties); } } }
IEnumerator BuffRefresh() { while (true) { TotalBuff = new StatsBase(); foreach (Buff buff in Bufflist) { TotalBuff.Add(buff.EffectStats); buff.EffectTime--; if (buff.EffectTime <= 0) { Bufflist.Remove(buff); } } yield return(new WaitForSeconds(1f)); } }
public void RefreshData() { //重新计算装备总值、道具总值、基础总值、buff总值(按顺序) PlayerEquipment.RefreshData(); //装备总值 foreach (StatsBase item in ItemEnternalStats) //道具总值 { TotalItemStats.Add(item); } RefreshBase(); //基础总值 //BuffRefresh()周期更新buff总值 RefreshRecover(); RefreshStats(); /*TotalStats = new StatsBase(); * BaseStats = new StatsBase(); * TotalItemStats = new StatsBase(); * TotalIntimeRecover = new StatsIntime(); * foreach (StatsBase item in ItemEnternalStats) * { * TotalItemStats.Add(item); * } * * BaseStats.Add(PlayerStats); * * BaseStats.Add(TotalItemStats); * * TotalStats.Add(BaseStats); * * TotalStats.Add(PlayerEquipment.TotalEquips); * * TotalIntimeRecover.Add(new StatsIntime(){HpI = TotalStats.HpR + TotalBuffRecover.HpI,MpI = TotalStats.MpR + TotalBuffRecover.MpI});*/ //TotalIntime.DataCheck(TotalStats); }